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I think you might be getting to the limitations of AA and sampling in general. If a fence is one half of a pixel thick, you need at least 2x SSAA. If a fence is 1/4th of a pixel thick, you need at least 4x SSAA. If a fence is 1/32nd of a pixel thick, you need at least 32x SSAA, because 16x SSAA will look ugly. And I could go on...

Marek, it would be nice to print on stderr a message when MSAA is enabled and which mode (similar to the radeon: Acquired Hyper-Z. messages). I am not sure if the in-game settings always work and who get the precedence (game setting or env var). Thanks.

I also noticed a problem: when using MSAA 6x and high resolutions (1920x1080) the screen flashes and get very slow. At the same resolution with MSAA 4x it works fine, probably a limit of some time is reached. Using a RV530.

Marek, it would be nice to print on stderr a message when MSAA is enabled and which mode (similar to the radeon: Acquired Hyper-Z. messages). I am not sure if the in-game settings always work and who get the precedence (game setting or env var). Thanks.

Done. You have to set "RADEON_DEBUG=msaa" though.

Originally Posted by oibaf

I also noticed a problem: when using MSAA 6x and high resolutions (1920x1080) the screen flashes and get very slow. At the same resolution with MSAA 4x it works fine, probably a limit of some time is reached. Using a RV530.

Possibly related to the fact my cards now get detected as a R580?

Fixed in git. Only the renderer string was wrong. The card was detected correctly.

I also noticed a problem: when using MSAA 6x and high resolutions (1920x1080) the screen flashes and get very slow. At the same resolution with MSAA 4x it works fine, probably a limit of some time is reached. Using a RV530.